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  #1  
Old 05-07-2014, 08:12 PM
loramin loramin is offline
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Quote:
Originally Posted by Rhuma7 [You must be logged in to view images. Log in or Register.]
Stop trying to force some bullshit after-the-fact PR message to cover-up their mistakes.
LOL you can believe whatever you want about the motives of developers 15 years ago, but it's a very simple concept to understand: if different players level at different rates, two players who happen to be friends soon won't be able to play together.

What part of that doesn't make sense to you?
  #2  
Old 05-07-2014, 08:19 PM
Rhuma7 Rhuma7 is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
LOL you can believe whatever you want about the motives of developers 15 years ago, but it's a very simple concept to understand: if different players level at different rates, two players who happen to be friends soon won't be able to play together.

What part of that doesn't make sense to you?
The part where they made xp penalties for classes that can solo effectively and xp bonuses for classes that cant solo effectively and need to group.

It's a very simple concept. Which in the end, the penalties were removed proving it was a dumb idea to begin with.

Edit: lets not forget the developers of 15 years ago were brad "pill head" mcquaid that cant make a game if his life depended on it. The simple fact EQ was even remotely successful was blind luck that all the half assed mechanics were made into decent ones by the players, like feign death pulling.
Last edited by Rhuma7; 05-07-2014 at 08:22 PM..
  #3  
Old 05-07-2014, 08:22 PM
August August is offline
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This isn't a mistake - they had to purposefully code it this way.

Example:

Human Druid = 0 modifier
Human Enchanter = -10 modifier

That means that to reach a certain, arbitrary level, if it took 100k experience for the druid, it would take 110K experience for the enchanter. Let's call this level 30.

So, they're both at level 30. Druid has 100k experience, Enchanter has 110k experience.

They kill a mob worth 1k experience total.

Druid gets 100/210 * 1k = 476 experience
Enchanter gest 110/210 * 1k = 523 experience.

Let's say it takes 20K (doesn't matter) to level. That means it would take 22K to level for the enchanter.

Each mob gives 1k experience.

Druid requires = 20,000/476 = 42 mobs to level
Enchanter requires = 22,000/523 = 42 mobs to level

Thus they level at the same time.

This was 100% intentional. It preserves level gaps because the relationships cancel each other out, and all that ends up mattering is the exp modifier, group bonus, and how fast you kill. Everyone levels at the same speed.
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  #4  
Old 05-07-2014, 08:28 PM
Rhuma7 Rhuma7 is offline
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Quote:
Originally Posted by August [You must be logged in to view images. Log in or Register.]
This isn't a mistake - they had to purposefully code it this way.

Example:

Human Druid = 0 modifier
Human Enchanter = -10 modifier

That means that to reach a certain, arbitrary level, if it took 100k experience for the druid, it would take 110K experience for the enchanter. Let's call this level 30.

So, they're both at level 30. Druid has 100k experience, Enchanter has 110k experience.

They kill a mob worth 1k experience total.

Druid gets 100/210 * 1k = 476 experience
Enchanter gest 110/210 * 1k = 523 experience.

Let's say it takes 20K (doesn't matter) to level. That means it would take 22K to level for the enchanter.

Each mob gives 1k experience.

Druid requires = 20,000/476 = 42 mobs to level
Enchanter requires = 22,000/523 = 42 mobs to level

Thus they level at the same time.

This was 100% intentional. It preserves level gaps because the relationships cancel each other out, and all that ends up mattering is the exp modifier, group bonus, and how fast you kill. Everyone levels at the same speed.


So, they're both at level 30. Druid has 100k experience, Enchanter has 100k experience.

They kill a mob worth 1k experience total.

Druid gets 100/200 * 1k = 500 experience
Enchanter gest 100/200 * 1k = 500 experience.

Let's say it takes 20K (doesn't matter) to level. That means it would take 20K to level for the enchanter.

Each mob gives 1k experience.

Druid requires = 20,000/500 = 40 mobs to level
Enchanter requires = 20,000/500 = 40 mobs to level

Thus they level at the same time.


Fixed it for you.
  #5  
Old 05-07-2014, 08:28 PM
loramin loramin is offline
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Quote:
Originally Posted by Rhuma7 [You must be logged in to view images. Log in or Register.]
The part where they made xp penalties for classes that can solo effectively and xp bonuses for classes that cant solo effectively and need to group.

It's a very simple concept. Which in the end, the penalties were removed proving it was a dumb idea to begin with.

Edit: lets not forget the developers of 15 years ago were brad "pill head" mcquaid that cant make a game if his life depended on it. The simple fact EQ was even remotely successful was blind luck that all the half assed mechanics were made into decent ones by the players, like feign death pulling.

Lemme rephrase that:

Quote:
I'm really bitter about a decision a bunch of developers made 15 years ago, and now I'm going to rant about how bad of a decision they made in an emulated server forum.
When someone tries to explain why they did what they did, I'll completely ignore what they say, and instead argue about a different decision they made that I also think was bad.
Oh, and because I'm really mad, I'm going to insult the developers who created this game, and the terrible game itself ... that makes me so passionate that I feel the need to argue about decisions made on it 15 years ago.
Last edited by loramin; 05-07-2014 at 08:32 PM..
  #6  
Old 05-07-2014, 08:33 PM
Rhuma7 Rhuma7 is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
Lemme rephrase that:
Sure, change the subject and resort to sarcasm because you can't defend your own position in an argument.

Xp penalties working the way they were, werent done on purpose, if the group xp was divided on purpose to neglect the xp penalty there wouldn't have been one in the first place.
  #7  
Old 05-07-2014, 08:36 PM
Danth Danth is offline
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Quote:
Originally Posted by Rhuma7 [You must be logged in to view images. Log in or Register.]
Xp penalties working the way they were, werent done on purpose, if the group xp was divided on purpose to neglect the xp penalty there wouldn't have been one in the first place.
It was deliberate, as the original developers themselves confirmed. I don't feel like checking around the internet for the quotes but it's out there if you look. IIRC they changed it during EQ beta when they noticed folks were out-leveling their friends. Yes, it had the effect of rendering the experience penalties largely pointless. C'est la vie; Everquest is in some ways a badly-made game.

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  #8  
Old 05-07-2014, 08:43 PM
loramin loramin is offline
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Quote:
Originally Posted by Rhuma7 [You must be logged in to view images. Log in or Register.]
Sure, change the subject and resort to sarcasm because you can't defend your own position in an argument.
It's not really an argument when everyone in the thread tries to explain something to one person, and that one person just ignores everything they say.

Quote:
Originally Posted by Rhuma7 [You must be logged in to view images. Log in or Register.]
Xp penalties working the way they were, werent done on purpose
I'm sure, being the master programmer that you are, you know exactly what coders 15 years ago meant and didn't mean to do. Like for instance, that they introduced a major aspect of their game, which would have required explicit coding, on accident and without any awareness of what they were doing.

Quote:
Originally Posted by Rhuma7 [You must be logged in to view images. Log in or Register.]
if the group xp was divided on purpose to neglect the xp penalty there wouldn't have been one in the first place.
Air-tight logic ... except for the fact that there was one in the first place.
  #9  
Old 05-07-2014, 08:58 PM
August August is offline
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If you're arguing that penalties shouldn't exist then I'm not here to debate that. I'm arguing that they intended the penalties and intentionally coded exp gain to even out leveling speeds while grouped. Nothing more.
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  #10  
Old 05-07-2014, 09:26 PM
Rhuma7 Rhuma7 is offline
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Id like to leave this thread with a question to you all. More of a rhetorical question.


If a rogue and warrior are the only classes, that have an xp bonus... Why are they always getting the least amount of experience in a group, to which they are dependent on and without a fungi at the very least, cant solo?

With this in mind, the xp bonus doesn't exist, since every class has a penalty excluding them. You're telling me that was intended?
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